Interviews

Features, Interviews

Interview: WaterMelon Games (Pier Solar)

With the release of Beggar Prince last year, the Genesis homebrew scene really began to gain some steam. Though not a homebrew in its own right, the game has since set off a chain of fan translations and projects that are slowly coming to the attention of gamers everywhere. But before Super Fighter Team’s sleeper hit dropped into our anxious hands, another group of developers began working on a project that, if completed, will be the first original Genesis game created and sold in a decade. Sega-16 contributor extraordinaire Zebbe tracked down the bunch and made them give up their wonderful plans.

Features, Interviews

Interview: Rob Fulop (Creator of Night Trap & Sewer Shark)

No one can argue that regardless of what you think of the game itself, Night Trap is a pretty important title. It was a major factor in the creation of the ESRB ratings system, and it is the poster child for the entire full motion video genre (for more on that, check out our Genre Spotlight article on the subject). In an effort to weed through all the speculation and opinions, Sega-16 sat down with the man who created the game: Rob Fulop himself. His gameography is a great one, with several classic Atari 2600 titles standing out, but no game has caused as much controversy as Night Trap.

Features, Interviews

Interview: Steven Lashower (SOA Progammer)

Sega Interactive was a big part of Sega’s arsenal during the mid ’90s, and many gamers underestimate the group’s contribution the Genesis line up. With hits like Eternal Champions, Star Wars Arcade, among others, it had a knack for churning out the hits. We recently got to sit down for some Q&A with Steven Lashower, one of SI’s former programmers, and he shared some great insight into some of its biggest games.

Features, Interviews

Interview: Konstantin Othmer (Catapult VP of Product Dev.)

Catapult wasn’t the first company to try and bring online gaming to consoles, but it was the one that actually turned it into something viable. If not for the Xband, we might not have seen SegaNet, or later on Xbox Live and the Playstation Network. Catapult was the first to make playing against someone long distance a concept that was actually workable on consoles, and many Genesis fans have fond memories of playing Mortal Kombat and NBA Jam over their phone lines. Recently, Sega-16 chatted with Catapult’s former Vice President of Software Development, Konstantin Othmer, and he had much to say about the company and its famous product.

Features, Interviews

Interview: David Siller (Designer of Aero the Acrobat)

Many third party companies from the Genesis era disappeared at the end of the 16-bit era, unable to make the transition to new hardware. Of those that did, many more eventually capitulated under the strain of increased development costs. Sunsoft was one publisher that though quite strong on 8-bit machines, became increasingly unable to sustain itself as gaming consoles progressed. Sega-16 was fortunate to speak with former Sunsoft game designer David Siller about the company’s role on the Genesis and subsequent demise. We also chatted with him about his creation of Aero the Acrobat, as well as his adventure as as Sushi-X, the mysterious, fighting game-loving character featured in Electronic Gaming Monthly.